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Replaced reinforcement functions to allow non-enemy movement groups to reinforce battles
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7712 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+226
-50
@@ -75,7 +75,7 @@ std::vector<SECTORINFO> SectorInfo (256);
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UNDERGROUND_SECTORINFO *gpUndergroundSectorInfoHead = NULL;
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extern UNDERGROUND_SECTORINFO* gpUndergroundSectorInfoTail;
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BOOLEAN gfPendingEnemies = FALSE;
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BOOLEAN gfPendingNonPlayerTeam[PLAYER_PLAN] = {FALSE, FALSE, FALSE, FALSE, FALSE};
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UINT32 guiTurnCnt = 0, guiReinforceTurn = 0, guiArrived = 0;//dnl ch68 080913
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extern void BuildUndergroundSectorInfoList();
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@@ -572,7 +572,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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unsigned totalCountOfMobileEnemies = 0;
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int sNumSlots;
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gfPendingEnemies = FALSE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
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if( gbWorldSectorZ > 0 )
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return PrepareEnemyForUndergroundBattle();
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@@ -601,9 +601,9 @@ BOOLEAN PrepareEnemyForSectorBattle()
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for( unsigned ubIndex = 0; ubIndex < ubDirNumber; ++ubIndex )
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{
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while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ ubIndex ][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) && GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) ) )
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while ( NumMobileEnemiesInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ) ) && GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM ) )
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{
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pGroup = GetEnemyGroupInSector( SECTORX( pusMoveDir[ ubIndex][ 0 ] ), SECTORY( pusMoveDir[ ubIndex ][ 0 ] ) );
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pGroup = GetNonPlayerGroupInSector( SECTORX( pusMoveDir[ubIndex][0] ), SECTORY( pusMoveDir[ubIndex][0] ), ENEMY_TEAM );
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pGroup->ubPrevX = pGroup->ubSectorX;
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pGroup->ubPrevY = pGroup->ubSectorY;
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@@ -653,7 +653,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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if (mapMaximumNumberOfEnemies > gGameExternalOptions.ubGameMaximumNumberOfEnemies)
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mapMaximumNumberOfEnemies = gGameExternalOptions.ubGameMaximumNumberOfEnemies;
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gfPendingEnemies = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
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gfPendingNonPlayerTeam[ENEMY_TEAM] = (NumNonPlayerTeamMembersInSector( gWorldSectorX, gWorldSectorY, ENEMY_TEAM ) > mapMaximumNumberOfEnemies);
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pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
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@@ -798,7 +798,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumAdmins += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubAdminsInBattle += ubNumAdmins;
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ubTotalAdmins += ubNumAdmins;
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@@ -812,7 +812,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumTroops += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubTroopsInBattle += ubNumTroops;
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ubTotalTroops += ubNumTroops;
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@@ -826,7 +826,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumElites += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubElitesInBattle += ubNumElites;
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ubTotalElites += ubNumElites;
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@@ -840,7 +840,7 @@ BOOLEAN PrepareEnemyForSectorBattle()
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{ //adjust the value to zero
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ubNumTanks += sNumSlots;
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sNumSlots = 0;
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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pGroup->pEnemyGroup->ubTanksInBattle += ubNumTanks;
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ubTotalTanks += ubNumTanks;
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@@ -1159,7 +1159,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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}
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if( guiCurrentScreen == GAME_SCREEN )
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{
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if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingEnemies ||
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if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumElites != pGroup->pEnemyGroup->ubElitesInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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pGroup->ubGroupSize > iMaxEnemyGroupSize /* || pGroup->pEnemyGroup->ubNumElites > 50 || pGroup->pEnemyGroup->ubElitesInBattle > 50*/ )
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{
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DoScreenIndependantMessageBox( L"Group elite counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
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@@ -1185,7 +1185,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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}
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if( guiCurrentScreen == GAME_SCREEN )
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{
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if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingEnemies ||
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if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumTroops != pGroup->pEnemyGroup->ubTroopsInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumTroops > 50 || pGroup->pEnemyGroup->ubTroopsInBattle > 50*/ )
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{
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// haydent
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@@ -1216,7 +1216,7 @@ void ProcessQueenCmdImplicationsOfDeath( SOLDIERTYPE *pSoldier )
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}
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if( guiCurrentScreen == GAME_SCREEN )
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{
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if( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingEnemies ||
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if ( pGroup->ubGroupSize <= iMaxEnemyGroupSize && pGroup->pEnemyGroup->ubNumAdmins != pGroup->pEnemyGroup->ubAdminsInBattle && !gfPendingNonPlayerTeam[ENEMY_TEAM] ||
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pGroup->ubGroupSize > iMaxEnemyGroupSize /*|| pGroup->pEnemyGroup->ubNumAdmins > 50 || pGroup->pEnemyGroup->ubAdminsInBattle > 50*/ )
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{
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DoScreenIndependantMessageBox( L"Group admin counters are bad. What were the last 2-3 things to die, and how? Save game and send to KM with info!!!", MSG_BOX_FLAG_OK, NULL );
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@@ -1580,7 +1580,7 @@ void AddPossiblePendingEnemiesToBattle()
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return;
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}
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if( !gfPendingEnemies )
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if ( !gfPendingNonPlayerTeam[ENEMY_TEAM] )
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{
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//Optimization. No point in checking for group reinforcements if we know that there aren't any more enemies that can
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//be added to this battle. This changes whenever a new enemy group arrives at the scene.
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@@ -1590,7 +1590,7 @@ void AddPossiblePendingEnemiesToBattle()
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UINT8 ubInsertionCode = 255;
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if( gTacticalStatus.Team[ ENEMY_TEAM ].bAwareOfOpposition == TRUE )
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ubInsertionCode = DoReinforcementAsPendingEnemy( gWorldSectorX, gWorldSectorY );
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ubInsertionCode = DoReinforcementAsPendingNonPlayer( gWorldSectorX, gWorldSectorY, ENEMY_TEAM );
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if (ubInsertionCode == 255)
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{
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@@ -1693,7 +1693,7 @@ void AddPossiblePendingEnemiesToBattle()
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ubStrategicInsertionCode = INSERTION_CODE_NORTH + Random( 4 );
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AddEnemiesToBattle( 0, ubStrategicInsertionCode, ubNumAdmins, ubNumTroops, ubNumElites, ubNumTanks, FALSE );
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gfPendingEnemies = TRUE;
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gfPendingNonPlayerTeam[ENEMY_TEAM] = TRUE;
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}
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}
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@@ -1817,9 +1817,10 @@ void AddPossiblePendingEnemiesToBattle()
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MemFree( pGroupInSectorList);
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if( ubSlots )
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{ //After going through the process, we have finished with some free slots and no more enemies to add.
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//So, we can turn off the flag, as this check is no longer needed.
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gfPendingEnemies = FALSE;
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{
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//After going through the process, we have finished with some free slots and no more enemies to add.
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//So, we can turn off the flag, as this check is no longer needed.
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gfPendingNonPlayerTeam[ENEMY_TEAM] = FALSE;
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}
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}
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@@ -1886,11 +1887,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT8 bDesiredDirection=0;
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#ifdef JA2UB
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UINT8 ubCnt;
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#endif
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switch( ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
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@@ -1899,9 +1896,9 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
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default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
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}
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
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#endif
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Enemy reinforcements have arrived! (%d admins, %d troops, %d elite)", ubNumAdmins, ubNumTroops, ubNumElites );
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#endif
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if( fMagicallyAppeared )
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{ //update the strategic counters
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@@ -1938,14 +1935,12 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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ubTotalSoldiers = ubNumAdmins + ubNumTroops + ubNumElites + ubNumTanks;
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#ifdef JA2UB
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#ifdef JA2UB
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if( gsGridNoForMapEdgePointInfo != -1 )
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{
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ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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#endif
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#ifdef JA2UB
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if( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
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{
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if( gsGridNoForMapEdgePointInfo == -1 )
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@@ -1954,7 +1949,7 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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gsGridNoForMapEdgePointInfo=0;
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}
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for( ubCnt=0; ubCnt<32;ubCnt++)
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for( UINT8 ubCnt=0; ubCnt<32; ++ubCnt)
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{
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MapEdgepointInfo.sGridNo[ ubCnt ] = gsGridNoForMapEdgePointInfo;
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}
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@@ -1964,12 +1959,11 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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else
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{
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops+ubNumTanks) );
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
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}
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (UINT8)(ubNumAdmins+ubNumElites+ubNumTroops+ubNumTanks) );
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#endif
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
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#endif
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ubCurrSlot = 0;
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while( ubTotalSoldiers )
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@@ -2082,12 +2076,173 @@ void AddEnemiesToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ub
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}
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}
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#ifdef JA2UB
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gsGridNoForMapEdgePointInfo = -1;
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#endif
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#ifdef JA2UB
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gsGridNoForMapEdgePointInfo = -1;
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#endif
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}
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void AddMilitiaToBattle( GROUP *pGroup, UINT8 ubStrategicInsertionCode, UINT8 ubNumGreens, UINT8 ubNumRegulars, UINT8 ubNumElites, BOOLEAN fMagicallyAppeared )
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{
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SOLDIERTYPE *pSoldier;
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MAPEDGEPOINTINFO MapEdgepointInfo;
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UINT8 ubCurrSlot;
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UINT8 ubTotalSoldiers;
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UINT8 bDesiredDirection = 0;
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switch ( ubStrategicInsertionCode )
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{
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case INSERTION_CODE_NORTH: bDesiredDirection = SOUTHEAST; break;
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case INSERTION_CODE_EAST: bDesiredDirection = SOUTHWEST; break;
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case INSERTION_CODE_SOUTH: bDesiredDirection = NORTHWEST; break;
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case INSERTION_CODE_WEST: bDesiredDirection = NORTHEAST; break;
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default: AssertMsg( 0, "Illegal direction passed to AddEnemiesToBattle()" ); break;
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}
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#ifdef JA2TESTVERSION
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ScreenMsg( FONT_RED, MSG_INTERFACE, L"Militia reinforcements have arrived! (%d greens, %d regulars, %d elite)", ubNumGreens, ubNumRegulars, ubNumElites );
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#endif
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if ( fMagicallyAppeared )
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{
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//update the strategic counters
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if ( !gbWorldSectorZ )
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{
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SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
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pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] += ubNumGreens;
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pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] += ubNumRegulars;
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pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] += ubNumElites;
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}
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else
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{
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// there are no underground militia... error if this ever happens
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AssertMsg( 0, "Tried to add militia to an underground sector" );
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}
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}
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ubTotalSoldiers = ubNumGreens + ubNumRegulars + ubNumElites;
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#ifdef JA2UB
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if ( gsGridNoForMapEdgePointInfo != -1 )
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{
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ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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if ( ubStrategicInsertionCode == INSERTION_CODE_GRIDNO )
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{
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if ( gsGridNoForMapEdgePointInfo == -1 )
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{
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Assert( 0 );
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gsGridNoForMapEdgePointInfo = 0;
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}
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for ( UINT8 ubCnt = 0; ubCnt<32; ++ubCnt )
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{
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MapEdgepointInfo.sGridNo[ubCnt] = gsGridNoForMapEdgePointInfo;
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}
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MapEdgepointInfo.ubNumPoints = 32;
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MapEdgepointInfo.ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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}
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else
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{
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, ubTotalSoldiers );
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}
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#else
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ChooseMapEdgepoints( &MapEdgepointInfo, ubStrategicInsertionCode, (ubTotalSoldiers) );
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#endif
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ubCurrSlot = 0;
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while ( ubTotalSoldiers )
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{
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if ( ubNumElites && Random( ubTotalSoldiers ) < ubNumElites )
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{
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ubNumElites--;
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ubTotalSoldiers--;
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Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_ELITE_MILITIA, gWorldSectorX, gWorldSectorY ) );
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if ( pGroup )
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{
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pSoldier->ubGroupID = pGroup->ubGroupID;
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}
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pSoldier->ubInsertionDirection = bDesiredDirection;
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//Setup the position
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if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumRegulars && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars) )
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{
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ubNumRegulars--;
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ubTotalSoldiers--;
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Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_REG_MILITIA, gWorldSectorX, gWorldSectorY ) );
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if ( pGroup )
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{
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pSoldier->ubGroupID = pGroup->ubGroupID;
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}
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pSoldier->ubInsertionDirection = bDesiredDirection;
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//Setup the position
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if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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else if ( ubNumGreens && (UINT8)Random( ubTotalSoldiers ) < (UINT8)(ubNumElites + ubNumRegulars + ubNumGreens) )
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{
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ubNumGreens--;
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ubTotalSoldiers--;
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Assert( pSoldier = TacticalCreateMilitia( SOLDIER_CLASS_GREEN_MILITIA, gWorldSectorX, gWorldSectorY ) );
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if ( pGroup )
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{
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pSoldier->ubGroupID = pGroup->ubGroupID;
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}
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pSoldier->ubInsertionDirection = bDesiredDirection;
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//Setup the position
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if ( ubCurrSlot < MapEdgepointInfo.ubNumPoints )
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{ //using an edgepoint
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pSoldier->ubStrategicInsertionCode = INSERTION_CODE_GRIDNO;
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pSoldier->usStrategicInsertionData = MapEdgepointInfo.sGridNo[ubCurrSlot++];
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}
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else
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{ //no edgepoints left, so put him at the entrypoint.
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pSoldier->ubStrategicInsertionCode = ubStrategicInsertionCode;
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}
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UpdateMercInSector( pSoldier, gWorldSectorX, gWorldSectorY, 0 );
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}
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|
||||
// HEADROCK HAM 3.2: enemy reinforcements arrive with 0 APs.
|
||||
if ( gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 1 || gGameExternalOptions.ubReinforcementsFirstTurnFreeze == 2 )
|
||||
{
|
||||
pSoldier->bActionPoints = 0;
|
||||
|
||||
// Flugente: due to a fix, also note here that the reinforcements get no APs.
|
||||
pSoldier->usSoldierFlagMask |= SOLDIER_NO_AP;
|
||||
|
||||
// Flugente: campaign stats
|
||||
if ( IsOurSoldier( pSoldier ) )
|
||||
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_PLAYERSIDE;
|
||||
else
|
||||
gCurrentIncident.usIncidentFlags |= INCIDENT_REINFORCEMENTS_ENEMY;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef JA2UB
|
||||
gsGridNoForMapEdgePointInfo = -1;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
BOOLEAN SaveUnderGroundSectorInfoToSaveGame( HWFILE hFile )
|
||||
@@ -2627,21 +2782,42 @@ BOOLEAN OnlyHostileCivsInSector()
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
BOOLEAN CheckPendingEnemies()
|
||||
// Flugente check whether a team has nearby members that can be added to the current battle
|
||||
// Note that this requires separate counts of teammembers in the sector and those that are actually fighting
|
||||
// This currently does not exist for MILITIA_TEAM, making such a check relatively useless
|
||||
BOOLEAN CheckPendingNonPlayerTeam( UINT8 usTeam )
|
||||
{
|
||||
if( gbWorldSectorZ ) return FALSE;
|
||||
SECTORINFO *pSector = &SectorInfo[ SECTOR( gWorldSectorX, gWorldSectorY ) ];
|
||||
if( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks) > ( pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle) )
|
||||
return TRUE;
|
||||
for (GROUP *pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
|
||||
if( gbWorldSectorZ )
|
||||
return FALSE;
|
||||
|
||||
SECTORINFO *pSector = &SectorInfo[SECTOR( gWorldSectorX, gWorldSectorY )];
|
||||
|
||||
if ( usTeam == ENEMY_TEAM )
|
||||
{
|
||||
if ( pGroup->usGroupTeam != OUR_TEAM
|
||||
&& !pGroup->fVehicle
|
||||
&& pGroup->ubSectorX == gWorldSectorX
|
||||
&& pGroup->ubSectorY == gWorldSectorY
|
||||
&& pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle + pGroup->pEnemyGroup->ubTanksInBattle)
|
||||
if( (pSector->ubNumElites + pSector->ubNumTroops + pSector->ubNumAdmins + pSector->ubNumTanks) > ( pSector->ubElitesInBattle + pSector->ubTroopsInBattle + pSector->ubAdminsInBattle + pSector->ubTanksInBattle) )
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
for (GROUP *pGroup = gpGroupList; pGroup; pGroup = pGroup->next)
|
||||
{
|
||||
if ( pGroup->usGroupTeam == usTeam
|
||||
&& !pGroup->fVehicle
|
||||
&& pGroup->ubSectorX == gWorldSectorX
|
||||
&& pGroup->ubSectorY == gWorldSectorY )
|
||||
{
|
||||
if ( usTeam == ENEMY_TEAM )
|
||||
{
|
||||
if ( pGroup->ubGroupSize > pGroup->pEnemyGroup->ubElitesInBattle + pGroup->pEnemyGroup->ubTroopsInBattle + pGroup->pEnemyGroup->ubAdminsInBattle + pGroup->pEnemyGroup->ubTanksInBattle )
|
||||
return TRUE;
|
||||
}
|
||||
else if ( usTeam == MILITIA_TEAM )
|
||||
{
|
||||
if ( pGroup->ubGroupSize > pSector->ubNumberOfCivsAtLevel[GREEN_MILITIA] + pSector->ubNumberOfCivsAtLevel[REGULAR_MILITIA] + pSector->ubNumberOfCivsAtLevel[ELITE_MILITIA] )
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user